Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines. Use when targeting mobile releases or implementing touch input. Keywords mobile, Android, iOS, touch, InputEventScreenTouch, virtual joystick, safe area, battery, app store, orientation.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Touch-first input, safe area handling, and battery optimization define mobile development.
InputEventMouseButton on mobile is unreliable. Always use InputEventScreenTouch and InputEventScreenDrag for high-fidelity multi-touch support.DisplayServer.get_display_safe_area() and offset critical UI accordingly.size_changed signal leads to broken layouts on foldable devices or tablet orientation shifts.NOTIFICATION_APPLICATION_PAUSED to drop Engine.max_fps to 1.OS.request_permission() and verify with OS.get_granted_permissions().VIBRATE permission is enabled in the export preset.MANDATORY: Pick the golden-path branch, then load only the matching scripts.
mobile_gesture_recognizer.gd (+ input skill for action maps). Built-in virtual joystick when sufficient.adaptive_safe_area_inset.gd + orientation_layout_adaptor.gd.thermal_throttle_monitor.gd (pause FPS + heat).android_runtime_permissions.gd, native_share_invoker.gd, mobile_iap_flow_boilerplate.gd as needed.mobile_vram_optimizer.gd.Expert multi-touch logic for pinch-to-zoom and two-finger rotation.
Dynamic safe-area (notch) handling using DisplayServer insets.
Battery and heat management via NOTIFICATION_APPLICATION_PAUSED.
Unified boilerplate for Android/iOS In-App Purchases (IAP).
Advanced vibration patterns for mobile haptic feedback.
Expert Android permission requesting and verification logic.
Stable motion controls using Accelerometer and Gravity fusion.
Adaptive UI swapping for Landscape/Portrait transitions.
VRAM monitoring and texture compression enforcement rules.
OS-level native share sheet integration for social features.
Additional patterns / legacy safe-area helper — load only if golden-path scripts insufficient.
| Axis | Choose | Implies |
|---|---|---|
| Control scheme | Tap/gesture vs virtual stick vs tilt | Gestures → mobile_gesture_recognizer.gd; stick → built-in joystick / Control stick; tilt → mobile_sensor_fusion.gd |
| Orientation | Locked landscape / portrait / adaptive | Adaptive → MANDATORY orientation_layout_adaptor.gd + size_changed |
| Renderer | Mobile vs Compatibility | Never Forward+ on phone GPUs; ETC2/ASTC on; precompile shaders on load screens |
Touch input uses InputEventScreenTouch / InputEventScreenDrag — not mouse emulation.
[rendering]
renderer/rendering_method="mobile"
textures/vram_compression/import_etc2_astc=true
[display]
window/handheld/orientation="landscape"
WorkerThreadPool for disk I/O.NOTIFICATION_APPLICATION_PAUSED must drop Engine.max_fps (see thermal_throttle_monitor.gd).OS.get_granted_permissions() via android_runtime_permissions.gd.quit_on_go_back, handle NOTIFICATION_WM_GO_BACK_REQUEST in mobile_navigation_manager.gd.VIBRATE permission.godot-shaders-basics for deep precompile recipes.Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.
InputEventScreenTouch / InputEventScreenDrag the correct mobile path instead of mouse-button emulation.NOTIFICATION_APPLICATION_PAUSED / resume and Android back (WM_GO_BACK_REQUEST) lifecycle that replaces desktop quit assumptions.get_display_safe_area(), orientation, and virtual keyboard APIs for notches, foldables, and OSK occlusion.request_permission() / get_granted_permissions(), feature tags, and memory queries used by Android runtime gates and VRAM watchdogs.vibrate_handheld(), accelerometer/gravity/gyroscope fusion, and touch↔mouse emulation toggles.VIBRATE), APK/AAB, and store packaging constraints after platform code is ready.mobile / android / ios branching for permissions, share sheets, and platform-only singletons.APPLICATION_PAUSED so background audio does not keep the device warm.まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
日本語の概要は準備中です。原文の説明を表示しています。